Hyptohtesis that feelings in the body provoke emotion. Rapid heart rate = anxiety. Nausea = disgust. Important since during testing feelings can be provoked as a possible emotion. Located in the amygdala

3

Affective ventriloquism?

When one sense can effecte the others. If something feels good to touch, it could affect the visuals of the object in a positive way.

4

Difference between correlation and causality?

Correlation: If two results correalate and shows the same results.

Causation: If, and if so only, how these results are connected. A+B? A->B? AB+C?

Example: People arriving to a train station and then the train arrives. The train didnt cause the people to arrive ant he people didnt cause the train to arrive. Both depend on a timetable.

5

Why is interaction important? (Especiallt experience design?)

Very soon user wont be satisfied with products that just work, user will expect easy-to-use, good looks and joyful experiencies.

Affordance: What an object can do. Example a flip button is switched, a knob is turned. Physical properties.

Perceptual information: What the object tells us: labels, colors etc.

Percieved affordance: Affordance is connected to physical things, as in digital interfaces we can look for something to give it percieved affordance. Example a shadow next to a button to make it look "pushable".

11

Explain frontal lobe.

Front of the brain: motor skills, planning, execution

Damage leads to: paralyzis

12

Explain temporal lobe:

Recognition of objects, faces, hearing

Damage leads to: hard to recognize objects, hearing problems

13

Maslow's pyramid?

Physical needs,

Safety,

Love and belonging,

Esteem,

Self-actualization

14

What traits are specific for the left/right brain?

Left: logic, mathematics, language, witing, reading

Right: creativity, art, personality, music

15

Explain Why What How.

Why: Needs and demands of the user

What: What should be done, functionality of the system

How: How it should be done, what technologies etc.

16

What is a Neuron?

Nerve-cell that recieves, processes and transmits singals in the body through Axons

17

Three different definitions of Interaction Design and description.

Behaviorist: IxD is about defining behavior of artifacts, systems and environments.

Social: Facilitating communiaction between humans with product.

Technology: Making products useful, useable and pleasant.

18

Explain Partial Lobe.

Top of the brain: navigation, self-awereness, object action, attention.

If damaged: navigation issues

19

Synesthesia?

Means that senses are interconnected. Example: In Seatlle they built a waterfall in front of a highway. Seeing the waterfall combined with the highway made the noise of the highway more pleasant.

20

Explain convergent afferent.

Two unique signal comes together to on new signal: for example heart attack.

21

From a neuroscientific point of view: what should a designer include when designing a website to make it interesting?

Color, moving objects, contrast, evolutionary objects (faces).

22

The five dimensions of Interaction Design:

1D: Words

2D: Visual representation

3D: Physical objects

4D: Time

5D: Behavior

23

Cognitive and sensory overload? Explain

When one or more sensors is super-stimulated. Makes processing data harder. Better to split information over several senses.

24

Explain difference between CLI-GUI-NUI:

CLI: Coding in console

GUI: Graphical representations

NUI: touch, voice, gestures

25

Explain Cognitive inhibition.

Brains ability to tune out stimuli that are irrelevant

26

Why is it important to consider neuroscience in design?

Knowing instead of guessing could save time and effort.

27

How did the approach to designing artifacts change during (i) digital revolution, (ii) information revolution?

Digital revolution:

Physical & goal-oriented -> Digital & goal-oriented

Information-revolution:

Digital & goal-oriented -> Digital & Experience-oriented

28

Cingulate cortex?

Inner part of the brain responsible for decision making, monotoring, outcome prediction

29

The four interaction design approaches:

User-centered design: All about the user. Up to the designer to design according to users demands and needs. Users involved in the whole process.

Activity-centered design: All about the activities, not the goal.

Genius design: Design relying on the designers knowledge. If users are involved in the process it could be for validization.